Every game we've made, what it actually is, and how to play it well. All of
them are free, run in the browser, and need no account — seventeen are playable right now, and
three more are on the bench.
Playable now
Daily puzzle · Play free
Sixteen everyday items, four hidden groups, and most items look like they fit three of them.
Read moreShow less▸
Word & category game
Sixteen everyday items are on the board, and they hide four groups of four. The trick is
that most items look like they fit several groups at once, so the puzzle is working out
which connection the board actually intends. You get four mistakes and two hints, and the
four groups are ranked from straightforward to genuinely sneaky. A new board appears every
day, drawn from practical, real-world knowledge — tools, cooking, plants, trades — so
solving one usually teaches you something.
How to play 4 of a Kind →
Sliding-tile puzzle · Play free
Fifteen plaques, one empty socket, and a personal best that keeps moving.
Read moreShow less▸
Speedrun
The classic 15-puzzle, rebuilt in brushed silver: fifteen numbered plaques in a
four-by-four tray with one empty socket. Slide them until they read 1 to 15 with the gap
last. Every board you're dealt is checked to be solvable before it's handed to you, so no
shuffle is ever a dead end — if you're stuck, it's the method, not the deal. Your moves,
your clock and your best time are kept on your device, and most of the game is quietly
trying to beat the run before.
How to play Fifteen →
Arcade · Play free
One button, one aircraft, and a corridor of cloud that keeps narrowing.
Read moreShow less▸
One-button
A one-button flying game. Each tap is a single flap of thrust; the rest of the time you
are falling, and the whole game is spending those flaps well as banks of cloud drift past.
Every gap is guaranteed reachable from the one before it, so a run that ends is a run you
can learn from rather than one the game stole from you. It gets harder honestly — the safe
corridor narrows, the cloud thickens, the world speeds up — and the sky keeps opening the
higher you climb.
How to play Flyer →
Arcade · Play free
Eat, grow, and never fold yourself in half — with a steam train, a semi truck or a wagon train to drive.
Read moreShow less▸
Classic, with rigs to unlock
Snake played straight — eat, grow by one, don't fold yourself in half. Keep playing and
you unlock rigs to drive instead of the plain green homage: a Steam Train, a Semi Truck,
a Wagon Train, each pickup hitching on another car, trailer or wagon. There are
two ways to play it: Drive, where the rig never stops and you only steer, and Pull, where
it moves only while you're hauling it and standing still costs you nothing. On a phone you
can put a finger on the board in Pull mode and drag the whole thing around behind you.
How to play Snake →
Number puzzle · Play free
Sixteen cells that fill up faster than you can tidy them.
Read moreShow less▸
Single player
The sliding-number puzzle, done to the original rules. Swipe and the whole four-by-four
board moves at once; two equal tiles that collide merge into one worth double, and every
move that changes anything drops a fresh tile into a free cell. Reaching 2048 is the
stated goal and the game tells you when you get there, but you're free to carry on — the
run only really ends when the board is full and nothing on it matches. The board you're
halfway through survives a refresh, and there are 24 levels of undo for the move you
wish you hadn't made.
How to play 2048 →
Classic · Play free
Nine squares, three opponents, and one of them cannot be beaten.
Read moreShow less▸
Two players or vs computer
Three in a row, done straight. Play a friend on the same device, or the computer at one
of three settings: Easy makes real mistakes, Medium is a genuine challenge, and Impossible
plays perfectly and never loses — against that one a draw is the win. You pick your mark
and who opens, and the running tally of wins, losses and draws is kept for you. It is a
short game with a genuinely useful idea buried in it: some games are solved, and knowing
which ones changes how you play them.
How to play Tic Tac Toe →
Classic · Play free
The whole rulebook, three strengths of computer, and a board that fits a phone.
Read moreShow less▸
Two players or vs computer
Chess with the whole rule book in it — castling that won't let you pass through check,
en passant only on the move it's allowed, stalemate told apart from checkmate, threefold
repetition and the fifty-move rule. Play a friend on one device or the computer at one of
three settings, where the difference between them isn't a dice roll: the easiest one
genuinely doesn't look past the first capture, so it hangs pieces the way a beginner
does. There's a clock if you want one, and a take-back that makes the hardest setting a
teacher rather than a wall.
How to play Chess →
Arcade · Play free
Where on the bat you meet the ball is the entire game.
Read moreShow less▸
Two players or vs computer
Table tennis played up and down the screen rather than across it, so a phone gives the
rally its whole long axis and two people can sit at either end of one device. Where the
ball meets your bat sets the angle it leaves at — flat in the middle, nearly sideways off
the very edge — and that one fact is the entire game. Play to 5, 11 or 21, win by two,
and pick from four looks that change the picture and nothing else.
How to play Ping Pong →
Classic · Play free
Aim, power and spin — then live with wherever the cue ball stops.
Read moreShow less▸
Two players or vs computer
Eight-ball pool on a proper cloth table, with the physics done in real table units — a
nine-foot bed measured in inches, so a hard break is a genuine nineteen miles an hour
rather than a number that only means something at one screen size. The first ball you
pot after the break takes you solids or stripes; clear your set and the black wins it,
unless you reach it early or foul on it, in which case it loses it. Drag on the cloth to
aim and the line shows where the cue ball makes contact and where the object ball goes,
then pull the rail back and let go. Three other games share the table: 9-ball, bumper
pool on a rectangular or octagonal bed, and a practice table with no rules at all.
How to play 8 Ball →
Strategy · Play free
Join two dots, close a box, go again — and learn when not to.
Read moreShow less▸
Two players or vs computer
Draw a line between two dots; close the fourth side of a square and it's yours, and you
go again. Those two sentences hide a real strategy game about chains and counting, and
the moment it clicks is when you work out that taking every box you're offered is how you
lose. Three grid sizes and three opponents, the hardest of which plays the all-but-two
sacrifice and solves the endgame exactly rather than guessing at it.
How to play Dots and Boxes →
Word · Play free
Six wrong guesses, a category to work from, and a word that will not come.
Read moreShow less▸
One or two players
The classic done straight: a hidden word, one letter at a time, six wrong guesses
before the drawing finishes without you. The category is always on screen, because in
hangman the category is the fairness dial — it gives you somewhere to start without
handing you the answer. Ten themed sets and over a thousand words, all written for this
game. Beyond the everyday round there's a Daily word — one a day, the same one
for every player, on a cycle that runs years before it repeats — and a 2 Player
mode where one of you types a word into a masked field, adds a hint if you're feeling
generous, and hands the phone over.
How to play Hangman →
Arcade · Play free
Kick off one wall, then the other, and climb before the floor catches up.
Read moreShow less▸
One player
A one-tap endless climb up a shaft with no top. The ninja is always clinging to a wall
and always sliding down it, so height is something you are continuously losing and the
only way up is to let go. Tap and it kicks off, arcs across, and sticks the other wall
about ten metres higher — you never pick the wall, only the moment, which is what makes
one button enough. Tap again in mid-air for a second kick, one per jump, to clear
something that was in the way. The shaft narrows as you climb and the spikes, saws and
blocks stop sitting still. Pick a ninja and Painted or hand-inked Vector art; both play the
identical climb.
How to play Ninja Jump →
Logic puzzle · Play free
Every number is a complete statement about the eight cells it touches — the rest is arithmetic, not luck.
Read moreShow less▸
One player
Uncover the whole grid without opening a mine. Every cell you clear tells you how many
of its eight neighbours are live, a cell with none opens its entire neighbourhood at once,
and from there the board is a chain of small deductions rather than a run of guesses. The
first tap is always safe — the mines are not dealt until after it, and then
they are dealt around it — and a number whose flags are all placed can be tapped to
clear everything else it touches, which is where the speed lives. Hold a cell to flag it,
or flip the whole board to flag mode from the top bar. Three boards: 9×9, 16×16,
and the full 480-cell expert grid turned on its side so it fits a phone whole, each keeping
its own best time.
How to play Minesweeper →
Strategy · Play free
You never pick a square, only a column — and every disc builds a step for the other side.
Read moreShow less▸
Two players or vs computer
The four-in-a-row game, on a seven-by-six board. Drop a disc down a column and it
falls to the lowest free space; line four up — across, down, or on either diagonal
— before the other side does. That one constraint is what makes it a real game
rather than tic-tac-toe on a bigger grid: you cannot put a disc where you want
it, only where the board lets it go, and every disc you drop builds a step for your
opponent to stand on. Each column is one full-height button, so your thumb aims at
something six times taller than the disc it drops. Play a friend on the same device, or a
computer at three levels — the easiest will hand you the square above its own disc,
the hardest searches as deep as its time allows and will not.
How to play Four in a Row →
Sports · Play free
Every hole has a straight line, and on half the course it is the wrong shot.
Read moreShow less▸
One or two players
Eighteen hand-built holes seen from above, front nine and back, par 56. Press
anywhere on the course and pull back — the further you drag, the harder the putt
— then let go and watch it run. Every hole is made of the same five things, so
reading one teaches you all eighteen: rails you come off slower and at the angle you went
in, blocks standing out in the felt, sand that takes no stroke but ends your shot where it
lies, water that costs one and puts the ball back where you played from, and slopes that
push the ball the whole time it is moving. The aim line previews one bounce only
— two would be a solver, and reading the second bank is most of the game. A hole
nobody can finish is picked up at eight. Play the round on your own against par, with your
best round kept on the device, or hand the phone back and forth and settle it over
eighteen holes, lowest total wins.
How to play Mini Golf →
Classic · Play free
Everything you need has already been shown to you — the only question is whether you were looking.
Read moreShow less▸
One or two players
The flip-and-match game. A table of cards face down, every symbol on exactly two of
them; turn two a turn, and a match stays up while a miss goes back the way it was
— except now you know what was there and where. That is the whole game, and there
is nothing in it to be good at except attention. Three board sizes up to thirty
cards, and the sixteen symbols are drawn by the page itself in an expedition set, picked
fresh every deal, so two boards of one size are never the same pictures rearranged. On
your own a run is judged on moves before the clock, deliberately: the move count is
the part that was skill. Two players pass one device around and a match earns another go
— which is where the tension of that mode lives, because somebody who remembers well
does not take one pair, they take four.
How to play Pairs →
Arcade · Play free
The trail only goes one way, and so does the dust behind you.
Read moreShow less▸
One player
An endless crossing game seen from above. A jackrabbit, a wagon road with traffic on
it, a river carrying logs, a level crossing with a train due — and exactly one
direction that counts. Tap to hop forward and swipe to go sideways, or play it on
the arrow keys. A wagon or a train ends the run, whether you hopped into it or it arrived
while you stood there. Water is not ground: land on a log or you drown, and the log
then carries you downstream, so a river is two problems — getting on, and getting
off before the current runs you out of the world. What stops it being a queue is the
dust: a few seconds in, a wall of it starts moving up the trail behind you and
never stops, so standing still is its own decision. Distance is the score and it pays
coins unevenly — rows deep into a long run are worth far more than the first
few — which buys into ten hoppers, each held by both a price and a best run
long enough to have earned it. One of them cannot be bought at all.
How to play Hoppy Trails →
On the bench
These are the games actually being built right now. None of them is playable here yet and
none of them has a date — when one is genuinely good it moves up into the list above and
gets a full guide of its own.
- Westward — a trail-survival game about leading a wagon party west: hire your
people, stock the wagon within what your purse and your axles will bear, and take the
encounters as they come, one swipe at a time. Furthest along of the three, and currently
mid-rebuild — deck, towns, roster and economy all in flight at once.
- Homesteader — an off-grid homestead sim in 3D: hire workers, lay out paths,
clear ground and grow a settlement from nothing. Bigger and slower than the games above;
it runs in the browser like everything else, but it's one you sit down with.
- Remnant — stranded survival puzzles, atmospheric and story-driven: sixteen items
on screen, and you pick the exact four that solve the moment in front of you. The
earliest of the three and a long way from playable.
What they have in common
Nothing needs downloading, and nothing needs an account. Progress is saved in your
browser's own storage, on your device — which means it's private to you, and also that
clearing your browser data will clear it. Every game is built from scratch here: rules, art,
writing and code. If something's broken or you have an idea, the
contact page reaches us directly.